#define OFFSET 1
#define SHADER_NAME fragment:depthBoxBlur
precision highp float;
varying vec2 vUV;
uniform sampler2D textureSampler;
uniform vec2 screenSize;
#define CUSTOM_FRAGMENT_DEFINITIONS
void main(void)
{
vec4 colorDepth=vec4(0.0);
for (int x=-OFFSET;
x<=OFFSET;
x++)
for (int y=-OFFSET;
y<=OFFSET;
y++)
colorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);
gl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));
}